Android Wear Overlay Pass on Touch Events - android

I have an Android Wear app in which I use a transparent overlay view to recieve touch events. I need to be able to receive all touch events that happen anywhere on the screen, and also be able to see their coordinates.
All research I have found says that I cannot recieve all touch events and pass them on. However, Wear Mini Launcher and Swipify are both doing something like this.
Here is where I have looked:
Android overlay to grab ALL touch, and pass them on?
https://stackoverflow.com/questions/19356834/overlay-view-which-intercepts-some-events
Android - Intercept and pass on all touch events
Android : Multi touch and TYPE_SYSTEM_OVERLAY
Creating a system overlay window (always on top)
Getting the View that is receiving all the touch events
Android Jelly Bean service that receives all touch events
TYPE_SYSTEM_OVERLAY in ICS
Overlay App that reacts only on some touch events
This must be possible to do somehow. Maybe an overlay view is not the right way to approach this? Any pointers?

I had quite a bit of trouble with this as well using the same links that you provided. But then I found this: http://www.piwai.info/chatheads-basics/
It's basically the same as the other solutions, except that the arguments to the WindowManager LayoutParams are TYPE_PHONE and FLAG_NOT_FOCUSABLE.
Not only did this solution work for me (I was testing on an LG Urbane), the onTouchEvent callback had all the actions (down, move, and up), which the other solutions said you wouldn't get.
Since all the touch events are passed through the view, in theory we can use gesture detectors to get callbacks for things like double taps and flings. I haven't tried this yet, though.
Regardless, the above link should get you past the initial problems you're facing.

Related

Listen to all (device-wide) touch events in Android

I am working on a background service that runs to give sound feedback device-wide whenever the user is touching the screen. I tried to create an overlay with a custom view to listen to touches and pass them down to the views below in a similar direction to what was attempted in this question but my overlay seemed to be either consuming all the touch events or if I returned false only the down touch was detected.
I was wondering if there was perhaps an accessibility route I could take? Basically I need a way to get the information of any current touches on the screen (preferably multitouch) I don't need to alter the touch event or anything, just need the information.

subclass of google maps Android MapView not responding to touch

I am making a custom sub class of google maps api v2's MapView class on Android. I have it partly working but I cannot get it to respond to touches properly. I have tried OnTouch, onTouchEvent, and dispatchTouchEvent.
After some debugging I have found that only dispatchTouchEvent is intercepting any touches, and it seems only to be receiving single touch events nothing else.
Is there something else I have to do to get my custom MapView to respond to touch properly?
Thanks.
Update:
I have been able to get it to respond to double clicking, it seems that it is not detecting any sort of sliding and other related events.

Android : Multi touch and TYPE_SYSTEM_OVERLAY

I am trying to get multiple touch events on a system overlay view, but am only receiving the MotionEvent.ACTION_OUTSIDE event.
Is there any possible way of getting multiple touch events on a system overlay?
Any examples or links would be very helpful.
To create an overlay view, when setting up the LayoutParams you need to set the type to TYPE_SYSTEM_OVERLAY and use the flag FLAG_WATCH_OUTSIDE_TOUCH. This presents a problem because as the Android documentation states:
you will not receive the full down/move/up gesture, only the location of the first down as an ACTION_OUTSIDE.
In order to receive the full array of touch events you need to use the TYPE_SYSTEM_ALERT type, but this causes the overlay to take over the screen and stop interaction with other elements. The solution is to use both TYPE_SYSTEM_OVERLAY and TYPE_SYSTEM_ALERT and switch between them by changing the type of the LayoutParams as needed.
This is accomplished by:
Watch for the ACTION_OUTSIDE motion event.
When it occurs, test if it occured within the overlay.
If it did, switch the LayoutParams type to TYPE_SYSTEM_ALERT
Once the interaction with the overlay is complete, switch back to TYPE_SYSTEM_OVERLAY
Repeat
The one thing to keep in mind is that the ACTION_OUTSIDE motion event is always passed on to the rest of the elements on the screen. So, for example, if the overlay is on top of a button, that button will also receive the motion event and there is no way to stop it.
Also make sure you add the SYSTEM_ALERT_WINDOW permission to the mainifest file.
I've posted the complete solution here:
http://www.jawsware.mobi/code_OverlayView/ (UPDATED)
It includes all the source code and a link to download the entire example project.
Update for Android 4.0 - 1/3/2013
To create an overlay view, when setting up the LayoutParams DON'T set the type to TYPE_SYSTEM_OVERLAY.
Instead set it to TYPE_PHONE.
Use the following flags:
FLAG_NOT_TOUCH_MODAL
FLAG_WATCH_OUTSIDE_TOUCH
FLAG_NOT_TOUCH_MODAL << I found this one to be quite important. Without it, focus is given to the overlay and soft-key (home, menu, etc.) presses are not passed to the activity below.
Also, the previous link (above) has been updated to reflect this update.
Starting from Android 4.x, Android team Android team fixed a potential
security problem by adding a new function adjustWindowParamsLw() in which it
will add FLAG_NOT_FOCUSABLE, FLAG_NOT_TOUCHABLE and remove FLAG_WATCH_OUTSIDE_TOUCH flags for TYPE_SYSTEM_OVERLAY window.
That's TYPE_SYSTEM_OVERLAY window won't receive any touch event on ICS platform.
Updated: 2016/5/4
TYPE_TOAST cannot receive touch events on Android 4.0~4.3. It's the same as TYPE_SYSTEM_OVERLAY. On Android 4.4+, TYPE_TOAST removed from the excluded list, so you can use TYPE_TOAST to receive touch events on Android 4.4+ devices.

Getting all MotionEvents with WindowManager.LayoutParams.FLAG_WATCH_OUTSIDE_TOUCH

My question refers directly to this question. The answer to that question shows how one can create a ViewGroup, embed it inside a WindowManager, and allow the WindowManager to catch MotionEvents through onTouchEvent(MotionEvent event). WindowManager.LayoutParams.FLAG_WATCH_OUTSIDE_TOUCH is the flag that allows this this ViewGroup to receive MotionEvents. However, according to documentation, this flag
...will not receive the full down/move/up gesture
I want to know if there's a work-around or a way so that I can get all touch events including down, move, and up. A proof of concept is in the app Wave Launcher which uses the same concept but is able to receive more than just a single ACTION_OUTSIDE event.
No you can not, and that is very much by design.
Wave Launcher doesn't do this, it has a UI element where you start your touch gesture and then as with standard even dispatching all touch events are delivered to the window of the first down point until the final up.
I realize this is an old question, but I've stumbled across it while trying to accomplish something similar. I've also found this, hopefully it is helpful to someone: http://www.section465.com/code_OverlayView/
To create an overlay view, when setting up the LayoutParams you need
to set the type to TYPE_SYSTEM_OVERLAY and use the flag
FLAG_WATCH_OUTSIDE_TOUCH. This presents a problem because as the
Android documentation states: "you will not receive the full
down/move/up gesture, only the location of the first down as an
ACTION_OUTSIDE." In order to receive the full array of touch events
you need to use the TYPE_SYSTEM_ALERT type, but this causes the
overlay to take over the screen and stop interaction with other
elements. The solution is to use both TYPE_SYSTEM_OVERLAY and
TYPE_SYSTEM_ALERT and switch between them by changing the type of the
LayoutParams as needed.

Touch more one button at once

Hello i make appliction like Drum Studio. I need make support for touch more one button at once. For example: User touch button1(AND HOLD IT!) it play sound, but user still hold its, user click another button and it play sound too. How make it programmatically? By default onTouch or onClick use, if 1 button pressed, another buttons not react before button isn't released.
Use the onKeyDown() events to trigger each response and onKeyUp() events to finish them.
http://developer.android.com/reference/android/view/KeyEvent.html
http://developer.android.com/reference/android/view/KeyEvent.Callback.html
For touchs, you can use the OnTouchListener
http://developer.android.com/reference/android/view/View.OnTouchListener.html
and determine the kind of touch by the MotionEvent:
http://developer.android.com/reference/android/view/MotionEvent.html
To clarify my response: To make a sound while holding one button, you can start the sound when the ACTION_DOWN action in the MotionEvent event is triggered and stop it with the ACTION_UP action of the same event.
Create a class extending View where you're holding all your buttons.
Override the onTouchEvent vor that class.
Switch between the different actions.
Use event.getX() and event.getY() to figure out where the touch event was originated.
Check which button is located at that position
Play the sound accordingly.
You cannot touch two separate Views at the same time, even if multi-touch is supported on your device. If you touch Button1 first, all subsequent MotionEvents (including ones with separate pointer IDs) are bound to that View.
Unless you're using a dedicated game engine like AndEngine that has this sort of functionality built in, your only option is to capture all the MotionEvents yourself (most easily with an empty ImageView covering your entire screen) and route them to the appropriate Views based on their screen coordinates. This can get tricky, especially with multiple touch pointers, but the Android UI framework does not natively support the kind of multi-touch you require.
You definitely want to be using Android 2.0 or higher - previous versions don't support multitouch.
Check the pid in your onTouch - 0 is a single touch, 1 is the second.

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